Yup. With the bite sized levels i didnt really spend too much time on the rope levels to complete them, but for me they didnt feel right in the game.

Where you initially jump from affects the rope length and the swing speed, and where you release the rope affects the distance at which you land on, and your "landing speed" (the forward speed at which you are falling vertically). Each one affecting each other and the time of completion, and has too many factors that could result as feeling random, when the rest of the game is about precision.

Nonetheless, as i said it isnt a bad mechanic and actually adds a physics side to the game, but maybe a little out of place.

After playing some of the rope levels, I tend to agree on this. It isn't bad at first but by time you get to the level where you've got a huge electrical field to cross, it's a little frustrating. As you mention, you've got your jump timing, rope length, speed and the timing of letting go.

In a game like Mikey Hooks, I guess it's maybe less realistic as far as physics, but it's also more natural in the space of a speed based platformer. That's a much different game, but I can't help but feel that perhaps that kind of approach to swinging would suit this game better as well.

I like that feature a lot! I've been sharing every extreme stage on everplay and youtube. I'm currently on 12-2. The only stages I can't get 3 stars on are 8-14 and 12-1. No matter how hard I try, My best for 8-14 is only 3:78 but the goal is 3:50. For 12-1, my best is 6:58 but the goal is 5:00.

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